From 20c32dcb055058b770062b7e9dd07f79d33a8caa Mon Sep 17 00:00:00 2001 From: yum Date: Tue, 11 Feb 2025 16:54:10 -0800 Subject: Add code Implement basic diffuse and specular BRDF based heavily on silent's filamented shader. --- .gitignore | 7 + .gitmodules | 3 + 2ner.cginc | 44 + 2ner.shader | 419 ++++++++ LUTS/dfg-c.exr | Bin 0 -> 48866 bytes LUTS/dfg-c.exr.meta | 116 +++ LUTS/dfg-ms.exr | Bin 0 -> 34428 bytes LUTS/dfg-ms.exr.meta | 127 +++ LUTS/dfg-s.exr | Bin 0 -> 35458 bytes LUTS/dfg-s.exr.meta | 116 +++ Materials/Mat00.mat | 122 +++ Materials/Mat00.mat.meta | 8 + Materials/Mat00_Filament.mat | 146 +++ Materials/Mat00_Filament.mat.meta | 8 + Materials/Mat01.mat | 120 +++ Materials/Mat01.mat.meta | 8 + Materials/Mat01_Filament.mat | 146 +++ Materials/Mat01_Filament.mat.meta | 8 + Materials/Mat02.mat | 122 +++ Materials/Mat02.mat.meta | 8 + Materials/Mat02_Filament.mat | 146 +++ Materials/Mat02_Filament.mat.meta | 8 + Materials/Mat03.mat | 120 +++ Materials/Mat03.mat.meta | 8 + Materials/Mat03_Filament.mat | 146 +++ Materials/Mat03_Filament.mat.meta | 8 + Materials/Mat04.mat | 124 +++ Materials/Mat04.mat.meta | 8 + Materials/Mat04_Filament.mat | 146 +++ Materials/Mat04_Filament.mat.meta | 8 + Materials/Mat05.mat | 124 +++ Materials/Mat05.mat.meta | 8 + Materials/Mat05_Filament.mat | 146 +++ Materials/Mat05_Filament.mat.meta | 8 + Materials/Mat06.mat | 124 +++ Materials/Mat06.mat.meta | 8 + Materials/Mat06_Filament.mat | 146 +++ Materials/Mat06_Filament.mat.meta | 8 + Materials/Mat07.mat | 124 +++ Materials/Mat07.mat.meta | 8 + Materials/Mat07_Filament.mat | 146 +++ Materials/Mat07_Filament.mat.meta | 8 + Meshes/eval_mesh.fbx | Bin 0 -> 93388 bytes Meshes/eval_mesh.fbx.meta | 109 ++ Meshes/evaluation_mesh.blend | Bin 0 -> 1103412 bytes Meshes/evaluation_mesh.blend.meta | 109 ++ Scripts/ThryEditor | 1 + Scripts/ThryEditor.meta | 8 + Test scene.unity | 1994 +++++++++++++++++++++++++++++++++++++ filamented.cginc | 393 ++++++++ globals.cginc | 24 + interpolators.cginc | 23 + math.cginc | 15 + poi.cginc | 126 +++ yum_brdf.cginc | 89 ++ yum_lighting.cginc | 127 +++ yum_pbr.cginc | 39 + 57 files changed, 6165 insertions(+) create mode 100644 .gitignore create mode 100644 .gitmodules create mode 100644 2ner.cginc create mode 100644 2ner.shader create mode 100644 LUTS/dfg-c.exr create mode 100644 LUTS/dfg-c.exr.meta create mode 100644 LUTS/dfg-ms.exr create mode 100644 LUTS/dfg-ms.exr.meta create mode 100644 LUTS/dfg-s.exr create mode 100644 LUTS/dfg-s.exr.meta create mode 100644 Materials/Mat00.mat create mode 100644 Materials/Mat00.mat.meta create mode 100644 Materials/Mat00_Filament.mat create mode 100644 Materials/Mat00_Filament.mat.meta create mode 100644 Materials/Mat01.mat create mode 100644 Materials/Mat01.mat.meta create mode 100644 Materials/Mat01_Filament.mat create mode 100644 Materials/Mat01_Filament.mat.meta create mode 100644 Materials/Mat02.mat create mode 100644 Materials/Mat02.mat.meta create mode 100644 Materials/Mat02_Filament.mat create mode 100644 Materials/Mat02_Filament.mat.meta create mode 100644 Materials/Mat03.mat create mode 100644 Materials/Mat03.mat.meta create mode 100644 Materials/Mat03_Filament.mat create mode 100644 Materials/Mat03_Filament.mat.meta create mode 100644 Materials/Mat04.mat create mode 100644 Materials/Mat04.mat.meta create mode 100644 Materials/Mat04_Filament.mat create mode 100644 Materials/Mat04_Filament.mat.meta create mode 100644 Materials/Mat05.mat create mode 100644 Materials/Mat05.mat.meta create mode 100644 Materials/Mat05_Filament.mat create mode 100644 Materials/Mat05_Filament.mat.meta create mode 100644 Materials/Mat06.mat create mode 100644 Materials/Mat06.mat.meta create mode 100644 Materials/Mat06_Filament.mat create mode 100644 Materials/Mat06_Filament.mat.meta create mode 100644 Materials/Mat07.mat create mode 100644 Materials/Mat07.mat.meta create mode 100644 Materials/Mat07_Filament.mat create mode 100644 Materials/Mat07_Filament.mat.meta create mode 100644 Meshes/eval_mesh.fbx create mode 100644 Meshes/eval_mesh.fbx.meta create mode 100644 Meshes/evaluation_mesh.blend create mode 100644 Meshes/evaluation_mesh.blend.meta create mode 160000 Scripts/ThryEditor create mode 100644 Scripts/ThryEditor.meta create mode 100644 Test scene.unity create mode 100644 filamented.cginc create mode 100644 globals.cginc create mode 100644 interpolators.cginc create mode 100644 math.cginc create mode 100644 poi.cginc create mode 100644 yum_brdf.cginc create mode 100644 yum_lighting.cginc create mode 100644 yum_pbr.cginc diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..b22b730 --- /dev/null +++ b/.gitignore @@ -0,0 +1,7 @@ +# vim +**/.*.sw[po] + +# unity +**/*.meta +**/.*.meta + diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..8d2c17f --- /dev/null +++ b/.gitmodules @@ -0,0 +1,3 @@ +[submodule "Scripts/ThryEditor"] + path = Scripts/ThryEditor + url = https://github.com/Thryrallo/ThryEditor diff --git a/2ner.cginc b/2ner.cginc new file mode 100644 index 0000000..656e79f --- /dev/null +++ b/2ner.cginc @@ -0,0 +1,44 @@ +#ifndef __2NER_INC +#define __2NER_INC + +#include "UnityCG.cginc" +#include "UnityLightingCommon.cginc" + +#include "globals.cginc" +#include "interpolators.cginc" +#include "poi.cginc" +#include "yum_brdf.cginc" +#include "yum_pbr.cginc" +#include "yum_lighting.cginc" + +v2f vert (appdata v) { + v2f o; + + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex); + + // Calculate TBN matrix + o.normal = UnityObjectToWorldNormal(v.normal); + o.tangent = UnityObjectToWorldDir(v.tangent.xyz); + o.bitangent = cross(o.normal, o.tangent) * v.tangent.w; + + return o; +} + +float4 frag (v2f i) : SV_Target { + YumPbr pbr = GetYumPbr(i); + + UNITY_BRANCH + if (_Mode == 1) { + clip(pbr.albedo.a - _Clip); + } + + YumLighting l = GetYumLighting(i, pbr); + + float4 lit = YumBRDF(i, l, pbr); + + return lit; +} + +#endif // __2NER_INC diff --git a/2ner.shader b/2ner.shader new file mode 100644 index 0000000..193ac70 --- /dev/null +++ b/2ner.shader @@ -0,0 +1,419 @@ +Shader "yum_food/2ner" +{ + Properties + { + [HideInInspector] shader_master_label("2ner", Float) = 0 + [HideInInspector] shader_is_using_thry_editor("", Float) = 0 + [HideInInspector] shader_presets("ThryPresetsExample", Float) = 0 + [HideInInspector] shader_properties_label_file("ThryLabelExample", Float) = 0 + + [HideInInspector] _ForgotToLockMaterial(";;YOU_FORGOT_TO_LOCK_THE_MATERIAL;", Int) = 0 + [ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled("", Int) = 0 + + // TODO these are buggy + // [HideInInspector] footer_youtube ("", Float) = 0 + // [HideInInspector] footer_github ("", Float) = 0 + + [ThryWideEnum(Opaque, 0, Cutout, 1, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7, Multiplicative Grab Pass, 8)]_Mode("Rendering Preset--{on_value:'' + 0,render_queue = 2000,render_type = Opaque,_BlendOp = 0,_BlendOpAlpha = 0,_Cutoff = 0,_SrcBlend = 1,_DstBlend = 0,_AlphaToMask = 0,_ZWrite = 1,_ZTest = 4,_AlphaPremultiply = 0; + 1,render_queue = 2460,render_type = TransparentCutout,_BlendOp = 0,_BlendOpAlpha = 0,_Cutoff = 0.5,_SrcBlend = 1,_DstBlend = 0,_AlphaToMask = 1,_ZWrite = 1,_ZTest = 4,_AlphaPremultiply = 0 + '' }", Int) = 0 + + [HideInInspector] m_mainOptions("Main", Float) = 0 + _Color("Tint", Color) = (1, 1, 1, 1) + _MainTex("Base color", 2D) = "white" { } + [PanningTexture][Normal]_BumpMap("Normals", 2D) = "bump" { } + _BumpScale("Normal Intensity", Range(0, 10)) = 1 + _OcclusionMap("Ambient occlusion", 2D) = "white" { } + _OcclusionStrength("Ambient occlusion", Range(0,1)) = 1 + + //[HideInInspector] m_start_Alpha("Alpha Options--{altClick:{type:URL,data:https://thryrallo.de}}", Float) = 0 + _Clip("Alpha Cuttoff", Range(0, 1.001)) = 0.5 + //[Toggle(_)]_ForceOpaque("Force Opaque", Float) = 0 + //[Toggle(_)]_MainAlphaToCoverage("Alpha To Coverage", Float) = 1 + //_MainMipScale("Mip Level Alpha Scale", Range(0, 1)) = 0.25 + //[HideInInspector] m_end_Alpha("Alpha Options", Float) = 0 + + //[HideInInspector] m_start_DetailOptions("Details", Float) = 0 + //_DetailMask("Detail Mask (R:Texture, G:Normal)", 2D) = "white" { } + //[PanningTexture]_DetailTex("Detail Texture", 2D) = "gray" { } + //[HideInInspector][Vector2]_DetailTexturePan("Panning", Vector) = (0, 0, 0, 0) + //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DetailTexUV("Detail Tex UV#", Int) = 0 + //_DetailTexIntensity("Detail Tex Intensity", Range(0, 10)) = 1 + //_DetailBrightness("Detail Brightness:", Range(0, 2)) = 1 + //_DetailTint("Detail Tint", Color) = (1, 1, 1) + //[Normal]_DetailNormalMap("Detail Normal", 2D) = "bump" { } + //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DetailNormalUV("Detail Normal UV#", Int) = 0 + //_DetailNormalMapScale("Detail Normal Intensity", Range(0, 10)) = 1 + //[HideInInspector][Vector2]_MainDetailNormalPan("Panning", Vector) = (0, 0, 0, 0) + //[HideInInspector] m_end_DetailOptions("Details", Float) = 0 + + //[HideInInspector] m_lightingOptions("Lighting Options", Float) = 0 + //[HideInInspector] m_start_Lighting("Light and Shadow", Float) = 0 + //[Toggle(_NORMALMAP)]_EnableLighting("Enable Lighting", Float) = 1 + //[HideInInspector] g_start_l("", Int) = 0 + //[Enum(Natural, 0, Controlled, 1, Standardish, 2)] _LightingType("Lighting Type", Int) = 1 + //[Gradient]_ToonRamp("Lighting Ramp", 2D) = "white" { } + //_LightingShadowMask("Shadow Mask (R)", 2D) = "white" { } + //_ShadowStrength("Shadow Strength", Range(0, 1)) = .2 + //_ShadowOffset("Shadow Offset", Range(-1, 1)) = 0 + //_AOMap("AO Map", 2D) = "white" { } + //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _LightingAOUV("AO Map UV#", Int) = 0 + //_AOStrength("AO Strength", Range(0, 1)) = 1 + //_LightingMinLightBrightness("Min Brightness", Range(0,1)) = 0 + //[HideInInspector] m_start_lightingStandard("Standardish Settings", Float) = 0 + //_LightingStandardSmoothness("Smoothness", Range(0, 1)) = 0 + //[HideInInspector] m_end_lightingStandard("Standardish Settings", Float) = 0 + //[HideInInspector] m_start_lightingAdvanced("Advanced", Float) = 0 + //_LightingIndirectContribution("Indirect Contribution", Range(0, 1)) = .25 + //_AdditiveSoftness("Additive Softness", Range(0, 0.5)) = 0.005 + //_AdditiveOffset("Additive Offset", Range(-0.5, 0.5)) = 0 + //_LightingAdditiveIntensity("Additive Intensity", Range(0,1)) = 1 + //_AttenuationMultiplier("Attenuation", Range(0, 1)) = 0 + //[HideInInspector] m_end_lightingAdvanced("Advanced", Float) = 0 + //[HideInInspector] m_start_lightingBeta("Beta", Float) = 0 + //[Toggle(_)]_LightingStandardControlsToon("Standard Lighting Controls Toon Ramp", Float) = 0 + //[HideInInspector] m_end_lightingBeta("Beta", Float) = 0 + //[HideInInspector] g_end_l("", Int) = 0 + //[HideInInspector] m_end_Lighting("Light and Shadow", Float) = 0 + + //[HideInInspector] m_start_subsurface("Subsurface Scattering", Float) = 0 + //[Toggle(_TERRAIN_NORMAL_MAP)]_EnableSSS("Enable Subsurface Scattering", Float) = 0 + //_SSSColor("Subsurface Color", Color) = (1, 1, 1, 1) + //_SSSThicknessMap("Thickness Map", 2D) = "black" { } + //_SSSThicknessMod("Thickness mod", Range(-1, 1)) = 0 + //_SSSSCale("Light Strength", Range(0, 1)) = 0 + //_SSSPower("Light Spread", Range(1, 100)) = 1 + //_SSSDistortion("Light Distortion", Range(0, 1)) = 0 + //[HideInInspector] m_end_subsurface("Subsurface Scattering", Float) = 0 + + //[HideInInspector] m_start_rimLightOptions("Rim Lighting", Float) = 0 + //[Toggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting("Enable Rim Lighting", Float) = 0 + //[Toggle(_)]_RimLightingInvert("Invert Rim Lighting", Float) = 0 + //_RimLightColor("Rim Color", Color) = (1, 1, 1, 1) + //_RimWidth("Rim Width", Range(0, 1)) = 0.8 + //_RimSharpness("Rim Sharpness", Range(0, 1)) = .25 + //_RimStrength("Rim Emission", Range(0, 20)) = 0 + //_RimBrighten("Rim Color Brighten", Range(0, 3)) = 0 + //_RimLightColorBias("Rim Color Bias", Range(0, 1)) = 0 + //[PanningTexture]_RimTex("Rim Texture", 2D) = "white" { } + //_RimMask("Rim Mask", 2D) = "white" { } + //[HideInInspector][Vector2]_RimTexPanSpeed("Panning", Vector) = (0, 0, 0, 0) + //[HideInInspector] m_start_reflectionRim("Environmental Rim", Float) = 0 + //[Toggle(_)]_EnableEnvironmentalRim("Enable Environmental Rim", Float) = 0 + //_RimEnviroMask("Mask", 2D) = "white" { } + //_RimEnviroBlur("Blur", Range(0, 1)) = 0.7 + //_RimEnviroWidth("Rim Width", Range(0, 1)) = 0.45 + //_RimEnviroSharpness("Rim Sharpness", Range(0, 1)) = 0 + //_RimEnviroMinBrightness("Min Brightness Threshold", Range(0, 2)) = 0 + //[HideInInspector] m_end_reflectionRim("Environmental Rim", Float) = 0 + //[HideInInspector] m_start_rimWidthNoise("Width Noise", Float) = 0 + //[PanningTexture]_RimWidthNoiseTexture("Rim Width Noise", 2D) = "black" { } + //_RimWidthNoiseStrength("Intensity", Range(0, 1)) = 0.1 + //[HideInInspector][Vector2]_RimWidthNoisePan("Panning", Vector) = (0, 0, 0, 0) + //[HideInInspector] m_end_rimWidthNoise("Width Noise", Float) = 0 + //[HideInInspector] m_start_ShadowMix("Shadow Mix", Float) = 0 + //_ShadowMix("Shadow Mix In", Range(0, 1)) = 0 + //_ShadowMixThreshold("Shadow Mix Threshold", Range(0, 1)) = .5 + //_ShadowMixWidthMod("Shadow Mix Width Mod", Range(0, 10)) = .5 + //[HideInInspector] m_end_ShadowMix("Shadow Mix", Float) = 0 + //[HideInInspector] m_end_rimLightOptions("Rim Lighting", Float) = 0 + + //[HideInInspector] m_start_bakedLighting("Baked Lighting", Float) = 0 + //_GIEmissionMultiplier("GI Emission Multiplier", Float) = 1 + //[HideInInspector] DSGI("DSGI", Float) = 0 //add this property for double sided illumination settings to be shown + //[HideInInspector] LightmapFlags("Lightmap Flags", Float) = 0 //add this property for lightmap flags settings to be shown + //[HideInInspector] m_end_bakedLighting("Baked Lighting", Float) = 0 + + [HideInInspector] m_reflectionOptions("Reflections", Float) = 0 + [HideInInspector] m_start_Metallic("Metallics", Float) = 0 + _MetallicMask("Metallic Mask", 2D) = "white" { } + _Metallic("Metallic", Range(0, 1)) = 0 + _Smoothness("Smoothness", Range(0, 1)) = 0 + [HideInInspector] m_end_Metallic("Metallics", Float) = 0 + + //[HideInInspector] m_start_clearCoat("Clear Coat", Float) = 0 + //[Toggle(_COLORCOLOR_ON)]_EnableClearCoat("Enable Clear Coat", Float) = 0 + //[Enum(Vertex, 0, Pixel, 1)] _ClearCoatNormalToUse("What Normal?", Int) = 0 + //_ClearCoatCubeMap("Baked CubeMap", Cube) = "" { } + //[Toggle(_)]_ClearCoatSampleWorld("Force Baked Cubemap", Range(0, 1)) = 0 + //_ClearCoatTint("Reflection Tint", Color) = (1, 1, 1) + //_ClearCoatMask("Mask", 2D) = "white" { } + //_ClearCoat("Clear Coat", Range(0, 1)) = 1 + //_ClearCoatSmoothnessMask("Smoothness Map", 2D) = "white" { } + //[Toggle(_)]_ClearCoatInvertSmoothness("Invert Smoothness Map", Range(0, 1)) = 0 + //_ClearCoatSmoothness("Smoothness", Range(0, 1)) = 0 + //[Toggle(_)]_ClearCoatForceLighting("Force Lighting", Float) = 0 + //[HideInInspector] m_end_clearCoat("Clear Coat", Float) = 0 + + //[HideInInspector] m_start_matcap("Matcap / Sphere Textures", Float) = 0 + //[Toggle(_COLORADDSUBDIFF_ON)]_MatcapEnable("Enable Matcap", Float) = 0 + //_MatcapColor("Color", Color) = (1, 1, 1, 1) + //[TextureNoSO]_Matcap("Matcap", 2D) = "white" { } + //_MatcapBorder("Border", Range(0, .5)) = 0.43 + //_MatcapMask("Mask", 2D) = "white" { } + //_MatcapIntensity("Intensity", Range(0, 5)) = 1 + //_MatcapLightMask("Hide in Shadow", Range(0, 1)) = 0 + //_MatcapReplace("Replace With Matcap", Range(0, 1)) = 1 + //_MatcapMultiply("Multiply Matcap", Range(0, 1)) = 0 + //_MatcapAdd("Add Matcap", Range(0, 1)) = 0 + //[Enum(Vertex, 0, Pixel, 1)] _MatcapNormal("Normal to use", Int) = 1 + //[HideInInspector] m_end_matcap("Matcap", Float) = 0 + //[HideInInspector] m_start_Matcap2("Matcap 2", Float) = 0 + //[Toggle(_)]_Matcap2Enable("Enable Matcap 2", Float) = 0 + //_Matcap2Color("Color", Color) = (1, 1, 1, 1) + //[TextureNoSO]_Matcap2("Matcap", 2D) = "white" { } + //_Matcap2Border("Border", Range(0, .5)) = 0.43 + //_Matcap2Mask("Mask", 2D) = "white" { } + //_Matcap2Intensity("Intensity", Range(0, 5)) = 1 + //_Matcap2LightMask("Hide in Shadow", Range(0, 1)) = 0 + //_Matcap2Replace("Replace With Matcap", Range(0, 1)) = 0 + //_Matcap2Multiply("Multiply Matcap", Range(0, 1)) = 0 + //_Matcap2Add("Add Matcap", Range(0, 1)) = 0 + //[Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal("Normal to use", Int) = 1 + //[HideInInspector] m_end_Matcap2("Matcap 2", Float) = 0 + + //[HideInInspector] m_start_specular("Specular Reflections", Float) = 0 + //[Toggle(_SPECGLOSSMAP)]_EnableSpecular("Enable Specular", Float) = 0 + //[Enum(Realistic, 1, Toon, 2, Anisotropic, 3)] _SpecularType("Specular Type", Int) = 1 + //_SpecularMinLightBrightness("Min Light Brightness", Range(0, 1)) = 0 + //_SpecularTint("Specular Tint", Color) = (.2, .2, .2, 1) + //_SpecularMixAlbedoIntoTint("Mix Material Color Into Tint", Range(0, 1)) = 0 + //_SpecularSmoothness("Smoothness", Range(-2, 1)) = .75 + //_SpecularMap("Specular Map", 2D) = "white" { } + //[Toggle(_)]_SpecularInvertSmoothness("Invert Smoothness", Float) = 0 + //_SpecularMask("Specular Mask", 2D) = "white" { } + //[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom("Smoothness From", Int) = 1 + //[HideInInspector] m_start_SpecularToon("Toon", Float) = 0 + //[MultiSlider]_SpecularToonInnerOuter("Inner/Outer Edge", Vector) = (0.25, 0.3, 0, 1) + //[HideInInspector] m_end_SpecularToon("Toon", Float) = 0 + //[HideInInspector] m_start_Anisotropic("Anisotropic", Float) = 0 + //[Enum(Tangent, 0, Bitangent, 1)] _SpecWhatTangent("(Bi)Tangent?", Int) = 0 + //_AnisoSpec1Alpha("Spec1 Alpha", Range(0, 1)) = 1 + //_AnisoSpec2Alpha("Spec2 Alpha", Range(0, 1)) = 1 + ////_Spec1Offset ("Spec1 Offset", Float) = 0 + ////_Spec1JitterStrength ("Spec1 Jitter Strength", Float) = 1.0 + //_Spec2Smoothness("Spec2 Smoothness", Range(0, 1)) = 0 + ////_Spec2Offset ("Spec2 Offset", Float) = 0 + ////_Spec2JitterStrength ("Spec2 Jitter Strength", Float) = 1.0 + //[Toggle(_)]_AnisoUseTangentMap("Use Directional Map?", Float) = 0 + //_AnisoTangentMap("Anisotropic Directional Map", 2D) = "bump" { } + ////_ShiftTexture ("Shift Texture", 2D) = "black" { } + //[HideInInspector] m_end_Anisotropic("Anisotropic", Float) = 0 + //[HideInInspector] m_end_specular("Specular Reflections", Float) = 0 + + //[HideInInspector] m_Special_Effects("Special Effects", Float) = 0 + //[HideInInspector] m_start_emissionOptions("Emission / Glow", Float) = 0 + //[Toggle(_EMISSION)]_EnableEmission("Enable Emission", Float) = 0 + //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _EmissionUV("Emission UV#", Int) = 0 + //[HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1) + //[PanningTexture]_EmissionMap("Emission Map", 2D) = "white" { } + //[PanningTexture]_EmissionMask("Emission Mask", 2D) = "white" { } + //[HideInInspector][Vector2]_EmissionMapPan("Panning", Vector) = (0, 0, 0, 0) + //[HideInInspector][Vector2]_EmissionMaskPan("Panning", Vector) = (0, 0, 0, 0) + //_EmissionStrength("Emission Strength", Range(0, 20)) = 0 + //// Inward out emission + //[HideInInspector] m_start_CenterOutEmission("Center Out Emission", Float) = 0 + //[Toggle(_)]_EmissionCenterOutEnabled("Enable Center Out", Float) = 0 + //_EmissionCenterOutSpeed("Flow Speed", Float) = 5 + //[HideInInspector] m_end_CenterOutEmission("inward out emission", Float) = 0 + ////Glow in the dark Emission + //[HideInInspector] m_start_glowInDarkEmissionOptions("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0 + //[Toggle(_)]_EnableGITDEmission("Enable Glow In The Dark", Float) = 0 + //[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh("Lighting Type", Int) = 0 + //_GITDEMinEmissionMultiplier("Min Emission Multiplier", Range(0, 1)) = 1 + //_GITDEMaxEmissionMultiplier("Max Emission Multiplier", Range(0, 1)) = 0 + //_GITDEMinLight("Min Lighting", Range(0, 1)) = 0 + //_GITDEMaxLight("Max Lighting", Range(0, 1)) = 1 + //[HideInInspector] m_end_glowInDarkEmissionOptions("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0 + + //[HideInInspector] m_start_blinkingEmissionOptions("Blinking Emission", Float) = 0 + //_EmissiveBlink_Min("Emissive Blink Min", Float) = 1 + //_EmissiveBlink_Max("Emissive Blink Max", Float) = 1 + //_EmissiveBlink_Velocity("Emissive Blink Velocity", Float) = 4 + //[HideInInspector] m_end_blinkingEmissionOptions("Blinking Emission", Float) = 0 + + //[HideInInspector] m_start_scrollingEmissionOptions("Scrolling Emission", Float) = 0 + //[Toggle(_)] _ScrollingEmission("Enable Scrolling Emission", Float) = 0 + //_EmissiveScroll_Direction("Emissive Scroll Direction", Vector) = (0, -10, 0, 0) + //_EmissiveScroll_Width("Emissive Scroll Width", Float) = 10 + //_EmissiveScroll_Velocity("Emissive Scroll Velocity", Float) = 10 + //_EmissiveScroll_Interval("Emissive Scroll Interval", Float) = 20 + //[HideInInspector] m_end_scrollingEmissionOptions("Scrolling Emission", Float) = 0 + //[HideInInspector] m_end_emissionOptions("Emission / Glow", Float) = 0 + + //[HideInInspector] m_start_flipBook("Flipbook", Float) = 0 + //[Toggle(_FLIPBOOK_BLENDING)]_EnableFlipbook("Enable Flipbook", Float) = 0 + //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _FlipbookUV("Flipbook UV#", Int) = 0 + //[TextureArray]_FlipbookTexArray("Texture Array--{reference_property:_FlipbookTotalFrames}", 2DArray) = "" { } + //_FlipbookColor("Color & alpha", Color) = (1, 1, 1, 1) + //_FlipbookTotalFrames("Total Frames", Int) = 1 + //_FlipbookFPS("FPS", Float) = 30.0 + //_FlipbookScaleOffset("Scale | Offset", Vector) = (1, 1, 0, 0) + //[Toggle(_)]_FlipbookTiled("Tiled?", Float) = 0 + //_FlipbookEmissionStrength("Emission Strength", Range(0, 20)) = 0 + //_FlipbookRotation("Rotation", Range(0, 360)) = 0 + //_FlipbookReplace("Replace", Range(0, 1)) = 1 + //_FlipbookMultiply("Multiply", Range(0, 1)) = 0 + //_FlipbookAdd("Add", Range(0, 1)) = 0 + //[HideInInspector] m_start_manualFlipbookControl("Manual Control", Float) = 0 + //_FlipbookCurrentFrame("Current Frame", Float) = -1 + //[HideInInspector] m_end_manualFlipbookControl("Manual Control", Float) = 0 + //[HideInInspector] m_end_flipBook("Flipbook", Float) = 0 + + //[HideInInspector] m_start_dissolve("Dissolve", Float) = 0 + //[Toggle(_ALPHABLEND_ON)]_EnableDissolve("Enable Dissolve", Float) = 0 + //[Enum(Basic, 1, Point2Point, 2)] _DissolveType("Dissolve Type", Int) = 1 + //_DissolveEdgeWidth("Edge Width", Range(0, .5)) = 0.025 + //_DissolveEdgeHardness("Edge Hardness", Range(0, 1)) = 0.5 + //_DissolveEdgeColor("Edge Color", Color) = (1, 1, 1, 1) + //[Gradient]_DissolveEdgeGradient("Edge Gradient", 2D) = "white" { } + //_DissolveEdgeEmission("Edge Emission", Range(0, 20)) = 0 + //_DissolveTextureColor("Dissolve to Color", Color) = (1, 1, 1, 1) + //[PanningTexture]_DissolveToTexture("Dissolve to Texture", 2D) = "white" { } + //_DissolveToEmissionStrength("Dissolve to Emission Strength", Range(0, 20)) = 0 + //[HideInInspector][Vector2]_DissolveToPanning("Panning", Vector) = (0, 0, 0, 0) + //[PanningTexture]_DissolveNoiseTexture("Dissolve Noise", 2D) = "white" { } + //[Toggle(_)]_DissolveInvertNoise("Invert Noise", Float) = 0 + //[PanningTexture]_DissolveDetailNoise("Dissolve Detail Noise", 2D) = "black" { } + //[Toggle(_)]_DissolveInvertDetailNoise("Invert Detail Noise", Float) = 0 + //_DissolveDetailStrength("Dissolve Detail Strength", Range(0, 1)) = 0.1 + //[HideInInspector][Vector2]_DissolveNoisePan("Panning", Vector) = (0, 0, 0, 0) + //[HideInInspector][Vector2]_DissolveDetailPan("Panning", Vector) = (0, 0, 0, 0) + //_DissolveAlpha("Dissolve Alpha", Range(0, 1)) = 0 + //_DissolveMask("Dissolve Mask", 2D) = "white" { } + //[Toggle(_)]_ContinuousDissolve("Continuous Dissolve Speed", Float) = 0 + //[HideInInspector] m_start_pointToPoint("point to point", Float) = 0 + //[Enum(Local, 0, World, 1)] _DissolveP2PWorldLocal("World/Local", Int) = 0 + //_DissolveP2PEdgeLength("Edge Length", Float) = 0.1 + //[Vector3]_DissolveStartPoint("Start Point", Vector) = (0, -1, 0, 0) + //[Vector3]_DissolveEndPoint("End Point", Vector) = (0, 1, 0, 0) + //[HideInInspector] m_end_pointToPoint("Point To Point", Float) = 0 + //[HideInInspector] m_end_dissolve("Dissolve", Float) = 0 + + //[HideInInspector] m_start_panosphereOptions("Panosphere / Cubemaps", Float) = 0 + //[Toggle(_DETAIL_MULX2)]_PanoToggle("Enable Panosphere", Float) = 0 + //_PanosphereColor("Color", Color) = (1, 1, 1, 1) + //_PanosphereTexture("Texture", 2D) = "white" { } + //_PanoMapTexture("Mask", 2D) = "white" { } + //_PanoEmission("Emission Strength", Range(0, 10)) = 0 + //_PanoBlend("Alpha", Range(0, 1)) = 0 + //[Vector3]_PanospherePan("Pan Speed", Vector) = (0, 0, 0, 0) + //[Toggle(_)]_PanoCubeMapToggle("Use Cubemap", Float) = 0 + //[TextureNoSO]_PanoCubeMap("CubeMap", Cube) = "" { } + //[HideInInspector] m_end_panosphereOptions("Panosphere / Cubemaps", Float) = 0 + + //[HideInInspector] m_start_mirrorOptions("Mirror", Float) = 0 + //[Toggle(_REQUIRE_UV2)]_EnableMirrorOptions("Enable Mirror Options", Float) = 0 + //[Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror("Show in mirror", Int) = 0 + //[Toggle(_)]_EnableMirrorTexture("Enable Mirror Texture", Float) = 0 + //_MirrorTexture("Mirror Tex", 2D) = "white" { } + //[HideInInspector] m_end_mirrorOptions("Mirror", Float) = 0 + + //[HideInInspector] m_start_distanceFade("Distance Fade", Float) = 0 + //_MainMinAlpha("Minimum Alpha", Range(0, 1)) = 0 + //_MainFadeTexture("Fade Map", 2D) = "white" { } + //[Vector2]_MainDistanceFade("Distance Fade X to Y", Vector) = (0, 0, 0, 0) + //[HideInInspector] m_end_distanceFade("Distance Fade", Float) = 0 + + //[HideInInspector] m_start_angularFade("Angular Fade", Float) = 0 + //[Toggle(_SUNDISK_NONE)]_EnableRandom("Enable Angular Fade", Float) = 0 + //[Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType("Angle Type", Int) = 0 + //[Enum(Model, 0, Vertex, 1)] _AngleCompareTo("Model or Vert Positon", Int) = 0 + //[Vector3]_AngleForwardDirection("Forward Direction", Vector) = (0, 0, 1, 0) + //_CameraAngleMin("Camera Angle Min", Range(0, 180)) = 45 + //_CameraAngleMax("Camera Angle Max", Range(0, 180)) = 90 + //_ModelAngleMin("Model Angle Min", Range(0, 180)) = 45 + //_ModelAngleMax("Model Angle Max", Range(0, 180)) = 90 + //_AngleMinAlpha("Min Alpha", Range(0, 1)) = 0 + //[HideInInspector] m_end_angularFade("Angular Fade", Float) = 0 + //// End Special Effects + + //[HideInInspector] m_parallaxMap("Parallax", Float) = 0 + //[Toggle(_PARALLAXMAP)]_ParallaxMap("Enable Parallax FX", Float) = 0 + //[Toggle(_)]_ParallaxHeightMapEnabled("Enable Parallax Height", Float) = 0 + //[Toggle(_)]_ParallaxInternalMapEnabled("Enable Parallax Internal", Float) = 0 + //[HideInInspector] m_start_parallaxHeightmap("Heightmap", Float) = 0 + //_ParallaxHeightMap("Height Map", 2D) = "black" { } + //_ParallaxStrength("Parallax Strength", Range(0, 1)) = 0 + //[HideInInspector] m_end_parallaxHeightmap("Heightmap", Float) = 0 + //[HideInInspector] m_start_parallaxInternal("Internal", Float) = 0 + //[Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode("Parallax Mode", Int) = 0 + //[Toggle(_)]_ParallaxInternalHeightFromAlpha("HeightFromAlpha", Float) = 0 + //_ParallaxInternalMap("Internal Map", 2D) = "black" { } + //_ParallaxInternalIterations("Parallax Internal Iterations", Range(1, 50)) = 1 + //_ParallaxInternalMinDepth("Min Depth", Float) = 0 + //_ParallaxInternalMaxDepth("Max Depth", Float) = 1 + //_ParallaxInternalMinFade("Min Depth Brightness", Range(0, 5)) = 0 + //_ParallaxInternalMaxFade("Max Depth Brightness", Range(0, 5)) = 1 + //_ParallaxInternalMinColor("Min Depth Color", Color) = (1, 1, 1, 1) + //_ParallaxInternalMaxColor("Max Depth Color", Color) = (1, 1, 1, 1) + //[Vector2]_ParallaxInternalPanSpeed("Pan Speed", Vector) = (0, 0, 0, 0) + //[Vector2]_ParallaxInternalPanDepthSpeed("Per Level Speed Multiplier", Vector) = (0, 0, 0, 0) + //[HideInInspector] m_end_parallaxInternal("Internal", Float) = 0 + //[HideInInspector] m_start_parallaxAdvanced("Advanced", Float) = 0 + //_ParallaxBias("Parallax Bias (0.42)", Float) = 0.42 + //[HideInInspector] m_end_parallaxAdvanced("Advanced", Float) = 0 + + [HideInInspector] m_renderingOptions("Rendering Options", Float) = 0 + [Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2 + [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 + [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Float) = 5 + [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Float) = 10 + [Enum(Off, 0, On, 1)] _ZWrite("ZWrite", Int) = 1 + [Enum(Realistic, 0, Toon, 1)] _SphericalHarmonics("Spherical harmonics", Int) = 1 + //[Toggle(_)]_IgnoreFog("Ignore Fog", Float) = 0 + //[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown + + [HideInInspector] m_LUTs("Filament stuff", Float) = 0 + [NonModifiableTextureData]_DFG("DFG", 2D) = "white" { } + [ThryWideEnum(Water, 0.02, Skin, 0.028, Eyes, 0.025, Hair, 0.046, Teeth, 0.058, Fabric, 0.05, Stone, 0.045, Plastic, 0.045, Glass, 0.06, Gemstone, 0.07, Diamond, 0.18)]_reflectance("Reflectance", Float) = 0.028 + [Helpbox]_reflectance_help("Values are documented in the filament whitepaper here https://google.github.io/filament/Filament.html#toc4.8.3.2", Float) = 1 + _specularAntiAliasingVariance("Specular AA variance", Float) = 0.15 + _specularAntiAliasingThreshold("Specular AA variance", Float) = 0.25 + + //[HideInInspector] m_start_StencilPassOptions("Stencil", Float) = 0 + //[IntRange] _StencilRef("Stencil Reference Value", Range(0, 255)) = 0 + ////[IntRange] _StencilReadMaskRef ("Stencil ReadMask Value", Range(0, 255)) = 0 + ////[IntRange] _StencilWriteMaskRef ("Stencil WriteMask Value", Range(0, 255)) = 0 + //[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp("Stencil Pass Op", Float) = 0 + //[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp("Stencil Fail Op", Float) = 0 + //[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp("Stencil ZFail Op", Float) = 0 + //[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction("Stencil Compare Function", Float) = 8 + //[HideInInspector] m_end_StencilPassOptions("Stencil", Float) = 0 + + //[HideInInspector] m_start_debugOptions("Debug", Float) = 0 + //[Toggle(_COLOROVERLAY_ON)]_DebugDisplayDebug("Display Debug Info", Float) = 0 + //[Enum(Off, 0, Vertex Normal, 1, Pixel Normal, 2, Tangent, 3, Binormal, 4)] _DebugMeshData("Mesh Data", Int) = 0 + //[Enum(Off, 0, Attenuation, 1, Direct Lighting, 2, Indirect Lighting, 3, light Map, 4, Ramped Light Map, 5, Final Lighting, 6)] _DebugLightingData("Lighting Data", Int) = 0 + //[Enum(Off, 0, finalSpecular, 1, tangentDirectionMap, 2, shiftTexture, 3)] _DebugSpecularData("Specular Data", Int) = 0 + //[Enum(Off, 0, View Dir, 1, Tangent View Dir, 2, Forward Dir, 3, WorldPos, 4, View Dot Normal, 5)] _DebugCameraData("Camera Data", Int) = 0 + //[HideInInspector] m_end_debugOptions("Debug", Float) = 0 + } + + CustomEditor "Thry.ShaderEditor" + SubShader { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "VRCFallback" = "Standard" } + LOD 200 + + Pass { + Name "FORWARD" + Tags { "LightMode" = "ForwardBase" } + Blend [_SrcBlend] [_DstBlend] + Cull [_Cull] + ZWrite [_ZWrite] + ZTest [_ZTest] + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + + #define FORWARD_BASE_PASS + + #include "2ner.cginc" + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/LUTS/dfg-c.exr b/LUTS/dfg-c.exr new file mode 100644 index 0000000..ce3a47b Binary files /dev/null and b/LUTS/dfg-c.exr differ diff --git a/LUTS/dfg-c.exr.meta b/LUTS/dfg-c.exr.meta new file mode 100644 index 0000000..e1d68a6 --- /dev/null +++ b/LUTS/dfg-c.exr.meta @@ -0,0 +1,116 @@ +fileFormatVersion: 2 +guid: f8cd36daa53c6e74fb541de133e7f086 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 0 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 2 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + applyGammaDecoding: 1 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/LUTS/dfg-ms.exr b/LUTS/dfg-ms.exr new file mode 100644 index 0000000..31e8c9d Binary files /dev/null and b/LUTS/dfg-ms.exr differ diff --git a/LUTS/dfg-ms.exr.meta b/LUTS/dfg-ms.exr.meta new file mode 100644 index 0000000..8fc4adb --- /dev/null +++ b/LUTS/dfg-ms.exr.meta @@ -0,0 +1,127 @@ +fileFormatVersion: 2 +guid: 53122c95e82e994448dce5a9c8346223 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 0 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 0 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 1 + swizzle: 50462976 + cookieLightType: 1 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 128 + resizeAlgorithm: 1 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 128 + resizeAlgorithm: 1 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Android + maxTextureSize: 128 + resizeAlgorithm: 1 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/LUTS/dfg-s.exr b/LUTS/dfg-s.exr new file mode 100644 index 0000000..1048da9 Binary files /dev/null and b/LUTS/dfg-s.exr differ diff --git a/LUTS/dfg-s.exr.meta b/LUTS/dfg-s.exr.meta new file mode 100644 index 0000000..5360498 --- 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{fileID: 2066529950} diff --git a/filamented.cginc b/filamented.cginc new file mode 100644 index 0000000..2b1e876 --- /dev/null +++ b/filamented.cginc @@ -0,0 +1,393 @@ +#ifndef __FILAMENTED_INC +#define __FILAMENTED_INC + +#include "UnityImageBasedLighting.cginc" +#include "UnityStandardUtils.cginc" + +#include "math.cginc" + +// I made changes to this code. + +/* + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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The main reason is that the forward version requires an expensive transform + // of the half vector by the tangent frame for every light. This is therefore an + // approximation but it works well enough for our needs and provides an improvement + // over our original implementation based on Vlachos 2015, "Advanced VR Rendering". + + float3 du = ddx(worldNormal); + float3 dv = ddy(worldNormal); + + float variance = _specularAntiAliasingVariance * (dot(du, du) + dot(dv, dv)); + + float roughness = perceptualRoughnessToRoughness(perceptualRoughness); + float kernelRoughness = min(2.0 * variance, _specularAntiAliasingThreshold); + float squareRoughness = saturate(roughness * roughness + kernelRoughness); + + return roughnessToPerceptualRoughness(sqrt(squareRoughness)); +} + +float3 energyCompensation(float3 dfg, float3 f0) +{ + // Energy compensation for multiple scattering in a microfacet model + // See "Multiple-Scattering Microfacet BSDFs with the Smith Model" + return 1.0 + f0 * (1.0 / dfg.yyy - 1.0); +} + +half3 Unity_GlossyEnvironment_local (UNITY_ARGS_TEXCUBE(tex), half4 hdr, Unity_GlossyEnvironmentData glossIn) +{ + half perceptualRoughness = glossIn.roughness /* perceptualRoughness */ ; + + // Workaround for issue where objects are blurrier than they should be + // due to specular AA. + float roughnessAdjustment = 1-perceptualRoughness; + roughnessAdjustment = MIN_PERCEPTUAL_ROUGHNESS * roughnessAdjustment * roughnessAdjustment; + perceptualRoughness = perceptualRoughness - roughnessAdjustment; + + // Unity derivation + perceptualRoughness = perceptualRoughness*(1.7 - 0.7 * perceptualRoughness); + // Filament derivation + // perceptualRoughness = perceptualRoughness * (2.0 - perceptualRoughness); + half mip = perceptualRoughnessToMipmapLevel(perceptualRoughness); + half3 R = glossIn.reflUVW; + half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(tex, R, mip); + + return DecodeHDR(rgbm, hdr); +} + +inline half3 UnityGI_prefilteredRadiance(const UnityGIInput data, + const float perceptualRoughness, const float3 r) { + half3 specular; + + Unity_GlossyEnvironmentData glossIn = (Unity_GlossyEnvironmentData)0; + glossIn.roughness = perceptualRoughness; + glossIn.reflUVW = r; + +#ifdef UNITY_SPECCUBE_BOX_PROJECTION + // we will tweak reflUVW in glossIn directly (as we pass it to Unity_GlossyEnvironment twice for probe0 and pr obe1), so keep original to pass into BoxProjectedCubemapDirection + half3 originalReflUVW = glossIn.reflUVW; + glossIn.reflUVW = BoxProjectedCubemapDirection(originalReflUVW, + data.worldPos, data.probePosition[0], data.boxMin[0], data.boxMax[0]); +#endif + +#ifdef _GLOSSYREFLECTIONS_OFF + specular = unity_IndirectSpecColor.rgb; +#else + half3 env0 = Unity_GlossyEnvironment_local (UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn); +#ifdef UNITY_SPECCUBE_BLENDING + const float kBlendFactor = 0.99999; + float blendLerp = data.boxMin[0].w; + UNITY_BRANCH + if (blendLerp < kBlendFactor) + { +#ifdef UNITY_SPECCUBE_BOX_PROJECTION + glossIn.reflUVW = BoxProjectedCubemapDirection (originalReflUVW, data.worldPos, data.probePosition [1], data.boxMin[1], data.boxMax[1]); +#endif // UNITY_SPECCUBE_BOX_PROJECTION + + half3 env1 = Unity_GlossyEnvironment_local (UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1,unity_SpecCube0 ), data.probeHDR[1], glossIn); + specular = lerp(env1, env0, blendLerp); } + else + { + specular = env0; + } +#else + specular = env0; +#endif // UNITY_SPECCUBE_BLENDING +#endif // _GLOSSYREFLECTIONS_OFF + + return specular; +} + +#endif + diff --git a/globals.cginc b/globals.cginc new file mode 100644 index 0000000..5fc9a95 --- /dev/null +++ b/globals.cginc @@ -0,0 +1,24 @@ +#ifndef __GLOBALS_INC +#define __GLOBALS_INC + +sampler2D _MainTex; +float4 _MainTex_ST; +fixed4 _Color; + +sampler2D _BumpMap; +float _BumpScale; + +sampler2D _OcclusionMap; +float _OcclusionStrength; + +float _Clip; +int _Mode; +float _Smoothness; +float _Metallic; +float _Spherical_Harmonics; + +float _reflectance; +float _specularAntiAliasingVariance; +float _specularAntiAliasingThreshold; + +#endif // __GLOBALS_INC diff --git a/interpolators.cginc b/interpolators.cginc new file mode 100644 index 0000000..f3c18aa --- /dev/null +++ b/interpolators.cginc @@ -0,0 +1,23 @@ +#ifndef __INTERPOLATORS_INC +#define __INTERPOLATORS_INC + +#include "AutoLight.cginc" + +struct appdata { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normal : NORMAL; + float4 tangent : TANGENT; +}; + +struct v2f { + float2 uv : TEXCOORD0; + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD1; + float3 normal : TEXCOORD2; + float3 tangent : TEXCOORD3; + float3 bitangent : TEXCOORD4; + SHADOW_COORDS(5) +}; + +#endif // __INTERPOLATORS_INC diff --git a/math.cginc b/math.cginc new file mode 100644 index 0000000..a12040a --- /dev/null +++ b/math.cginc @@ -0,0 +1,15 @@ +#ifndef __MATH_INC +#define __MATH_INC + +#define PI 3.14159265358979323846264 +#define TAU (2 * PI) + +float pow5(float x) +{ + float tmp = x * x; + return (tmp * tmp) * x; +} + +#endif // __MATH_INC + + diff --git a/poi.cginc b/poi.cginc new file mode 100644 index 0000000..7925f5e --- /dev/null +++ b/poi.cginc @@ -0,0 +1,126 @@ +#ifndef __POI_INC +#define __POI_INC + +/* +MIT License + +Copyright (c) 2023 Poiyomi Inc. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +static const float Epsilon = 1e-10; +float3 RGBtoHCV(in float3 RGB) +{ + // Based on work by Sam Hocevar and Emil Persson + float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0); + float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx); + float C = Q.x - min(Q.w, Q.y); + float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z); + return float3(H, C, Q.x); +} + +float3 RGBtoHSV(in float3 RGB) +{ + float3 HCV = RGBtoHCV(RGB); + float S = HCV.y / (HCV.z + Epsilon); + return float3(HCV.x, S, HCV.z); +} + +float3 HUEtoRGB(in float H) +{ + float R = abs(H * 6 - 3) - 1; + float G = 2 - abs(H * 6 - 2); + float B = 2 - abs(H * 6 - 4); + return saturate(float3(R, G, B)); +} + +float3 HSVtoRGB(in float3 HSV) +{ + float3 RGB = HUEtoRGB(HSV.x); + return ((RGB - 1) * HSV.y + 1) * HSV.z; +} + +float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n) +{ + // average energy + float R0 = max(0, L0); + + // avg direction of incoming light + float3 R1 = 0.5f * L1; + + // directional brightness + float lenR1 = length(R1); + + // linear angle between normal and direction 0-1 + //float q = 0.5f * (1.0f + dot(R1 / lenR1, n)); + //float q = dot(R1 / lenR1, n) * 0.5 + 0.5; + float q = dot(normalize(R1), n) * 0.5 + 0.5; + q = saturate(q); // Thanks to ScruffyRuffles for the bug identity. + + // power for q + // lerps from 1 (linear) to 3 (cubic) based on directionality + float p = 1.0f + 2.0f * lenR1 / R0; + + // dynamic range constant + // should vary between 4 (highly directional) and 0 (ambient) + float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0); + + return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)); +} + +half3 BetterSH9(half4 normal) +{ + float3 indirect; + float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0; + indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz); + indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz); + indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz); + indirect = max(0, indirect); + indirect += SHEvalLinearL2(normal); + return indirect; +} + +float calculateluminance(float3 color) +{ + return color.r * 0.299 + color.g * 0.587 + color.b * 0.114; +} + +float3 getPoiLightingDirect(float3 normal) { + float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0); + float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1)); + + float magiLumi = calculateluminance(magic); + float normaLumi = calculateluminance(normalLight); + float maginormalumi = magiLumi + normaLumi; + + float magiratio = magiLumi / maginormalumi; + float normaRatio = normaLumi / maginormalumi; + + float target = calculateluminance(magic * magiratio + normalLight * normaRatio); + float3 properLightColor = magic + normalLight; + float properLuminance = calculateluminance(magic + normalLight); + return properLightColor * max(0.0001, (target / properLuminance)); +} + +float3 getPoiLightingIndirect() { + return BetterSH9(float4(0, 0, 0, 1)); +} + +#endif // __POI_INC diff --git a/yum_brdf.cginc b/yum_brdf.cginc new file mode 100644 index 0000000..204a276 --- /dev/null +++ b/yum_brdf.cginc @@ -0,0 +1,89 @@ +#ifndef __YUM_BRDF_INC +#define __YUM_BRDF_INC + +#include "UnityCG.cginc" +#include "UnityStandardConfig.cginc" +#include "UnityLightingCommon.cginc" + +#include "filamented.cginc" +#include "math.cginc" +#include "yum_pbr.cginc" +#include "yum_lighting.cginc" + +// See "Physically Based Shading at Disney" by Burley et. al. +// This is from page 14. +// From that paper, we have: +// * theta_v (aka arccos(NoV)): angle between view and normal +// * theta_h (aka arccos(NoH)): angle between normal and half vector +// * theta_l (aka arccos(NoL)): angle between light and normal +// * theta_d (aka arccos(LoH)): angle between light and half vector +float DisneyDiffuse(float roughness, + float LoH, float NoL, float NoV, float f90) { + const float f_d = + (1 + (f90 - 1) * pow5(1 - NoL)) * + (1 + (f90 - 1) * pow5(1 - NoV)); + return f_d; +} + +float3 diffuseLobe(float3 albedo, float roughness, float LoH, float NoL, float NoV, float f90) +{ + return albedo * DisneyDiffuse(roughness, LoH, NoL, NoV, f90); +} + +float3 specularLobe(YumPbr pbr, float f0, + float3 h, float LoH, float NoH, float NoV, float NoL) +{ + const float3 F = F_Schlick(f0, LoH); + + // Normal distribution function + float D = D_GGX(pbr.roughness, NoH, h); + // Geometric shadowing + float V = V_SmithGGXCorrelated_Fast(pbr.roughness, NoV, NoL); + + return (D * V) * F * PI; +} + +float4 YumBRDF(v2f i, const YumLighting light, YumPbr pbr) { + const float3 h = normalize(light.view_dir + light.dir); + const float LoH = saturate(dot(light.dir, h)); + const float NoL = dot(pbr.normal, light.dir); + const float NoV = max(1E-4, dot(pbr.normal, light.view_dir)); + const float NoH = saturate(dot(pbr.normal, h)); + const float VoL = saturate(dot(light.view_dir, light.dir)); + const float f90 = 0.5 + 2 * pbr.roughness * LoH * LoH; + + // Typical values for different materials listed here: + // https://google.github.io/filament/Filament.html#toc4.8.3.2 + // TODO expose an enum for different types of materials + const float reflectance = _reflectance; + // f0 = amount of light reflected back when viewing surface at a right angle + // I think the way that f0 is calculated in the comment below is correct, but + // the other way is how filamented works, so I'm going with that for now. + //const float3 f0 = lerp(0.16 * reflectance * reflectance, pbr.albedo, pbr.metallic); + const float3 f0 = reflectance * (1.0 - pbr.metallic) + pbr.albedo * pbr.metallic; + const float3 dfg = PrefilteredDFG_LUT(pbr.roughness_perceptual, NoV); + const float3 E = specularDFG(dfg, f0); + const float3 energy_compensation = energyCompensation(dfg, f0); + + float3 direct; + { + + float3 Fd = diffuseLobe(pbr.albedo, pbr.roughness_perceptual, LoH, NoL, NoV, f90); + Fd *= (1.0 - pbr.metallic); + float3 Fr = specularLobe(pbr, f0, h, LoH, NoH, NoV, NoL); + float3 color = Fd + Fr * energy_compensation; + + direct = color * light.direct * saturate(NoL); + } + + float3 indirect; + { + float3 Fr = E * light.specular * energy_compensation; + float3 Fd = pbr.albedo * light.diffuse * (1.0 - E) * (1.0 - pbr.metallic) * pbr.ao; + indirect = Fr + Fd; + } + + return float4(direct + indirect, 1); +} + +#endif // __YUM_BRDF_INC diff --git a/yum_lighting.cginc b/yum_lighting.cginc new file mode 100644 index 0000000..d62b95e --- /dev/null +++ b/yum_lighting.cginc @@ -0,0 +1,127 @@ +#ifndef __YUM_LIGHTING_INC +#define __YUM_LIGHTING_INC + +#include "UnityCG.cginc" +#include "AutoLight.cginc" +#include "UnityPBSLighting.cginc" + +#include "yum_pbr.cginc" + +struct YumLighting { + float3 view_dir; + float3 dir; + float3 direct; + float3 diffuse; + float3 specular; + float NoL; +}; + +float getShadowAttenuation(v2f i) +{ + float attenuation; + // This whole block is yoinked from AutoLight.cginc. I needed a way to + // control shadow strength so I had to duplicate the code. +#if defined(DIRECTIONAL_COOKIE) + DECLARE_LIGHT_COORD(i, i.worldPos); + float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos); + attenuation = tex2D(_LightTexture0, lightCoord).w; +#elif defined(POINT_COOKIE) + DECLARE_LIGHT_COORD(i, i.worldPos); + float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos); + attenuation = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * + texCUBE(_LightTexture0, lightCoord).w; +#elif defined(DIRECTIONAL) + float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos); + attenuation = 1; +#elif defined(SPOT) + DECLARE_LIGHT_COORD(i, i.worldPos); + float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos); + attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz); +#elif defined(POINT) + unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(i.worldPos, 1)).xyz; + float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos); + attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r; +#else + float shadow = 1; + attenuation = 1; +#endif + //attenuation *= lerp(1, shadow, _Shadow_Strength); + return attenuation; +} + +float3 getDirectLightDirection(v2f i) { +#if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT) + return normalize((_WorldSpaceLightPos0 - i.worldPos).xyz); +#else + return _WorldSpaceLightPos0; +#endif +} + +float GetLodRoughness(float roughness) { + return (1.0 / UNITY_SPECCUBE_LOD_STEPS) * roughness * (1.7 - 0.7 * roughness); +} + +float3 getIndirectSpecular(v2f i, YumPbr pbr, float3 view_dir) { + float roughness = GetLodRoughness(pbr.roughness_perceptual); + float3 reflect_dir = reflect(-view_dir, pbr.normal); + + UnityGIInput data; + data.worldPos = i.worldPos; + data.worldViewDir = view_dir; + data.probeHDR[0] = unity_SpecCube0_HDR; + data.probeHDR[1] = unity_SpecCube1_HDR; +#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + data.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending +#endif +#ifdef UNITY_SPECCUBE_BOX_PROJECTION + data.boxMax[0] = unity_SpecCube0_BoxMax; + data.probePosition[0] = unity_SpecCube0_ProbePosition; + data.boxMax[1] = unity_SpecCube1_BoxMax; + data.boxMin[1] = unity_SpecCube1_BoxMin; + data.probePosition[1] = unity_SpecCube1_ProbePosition; +#endif + return UnityGI_prefilteredRadiance(data, pbr.roughness_perceptual, reflect_dir); +} + +float4 getIndirectDiffuse(v2f i, float4 vertexLightColor) { + float4 diffuse = vertexLightColor; +#if defined(FORWARD_BASE_PASS) +#if defined(LIGHTMAP_ON) + diffuse.xyz = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv2)); +#else + diffuse.xyz += max(0, BetterSH9(float4(0, 0, 0, 1))); +#endif +#endif + return diffuse; +} + +YumLighting GetYumLighting(v2f i, YumPbr pbr) { + YumLighting light; + + light.view_dir = normalize(_WorldSpaceCameraPos - i.worldPos); + +#if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT) + light.dir = normalize((_WorldSpaceLightPos0 - i.worldPos).xyz); +#else + light.dir = _WorldSpaceLightPos0; +#endif + + light.direct = _LightColor0.rgb; + // TODO filament's spherical harmonics look nicer than this. + // See FilamentLightIndirect.cginc::UnityGI_Irradiance in filamented. + //ifex _Spherical_Harmonics==0 + light.diffuse = max(0, BetterSH9(float4(i.normal, 1))); + //endex + //ifex _Spherical_Harmonics==1 + light.diffuse = max(0, BetterSH9(float4(0, 0, 0, 1))); + //endex + + light.specular = getIndirectSpecular(i, pbr, light.view_dir); + + light.NoL = saturate(dot(i.normal, light.dir)); + + return light; +} + +#endif // __YUM_LIGHTING_INC + diff --git a/yum_pbr.cginc b/yum_pbr.cginc new file mode 100644 index 0000000..b895cd0 --- /dev/null +++ b/yum_pbr.cginc @@ -0,0 +1,39 @@ +#ifndef __YUM_PBR +#define __YUM_PBR + +#include "filamented.cginc" +#include "globals.cginc" + +struct YumPbr { + float4 albedo; + float3 normal; + float smoothness; + float roughness; + float roughness_perceptual; + float metallic; + float ao; +}; + +YumPbr GetYumPbr(v2f i) { + YumPbr result; + + result.albedo = tex2D(_MainTex, i.uv) * _Color; + + float3 normal_raw = UnpackScaleNormal(tex2D(_BumpMap, i.uv), _BumpScale); + float3x3 tangentToWorld = float3x3(i.tangent, i.bitangent, i.normal); + result.normal = normalize(mul(normal_raw, tangentToWorld)); + + result.smoothness = _Smoothness; + result.roughness_perceptual = + normalFiltering(1.0 - result.smoothness, result.normal); + result.roughness = result.roughness_perceptual * result.roughness_perceptual; + + result.metallic = _Metallic; + + result.ao = lerp(1, tex2D(_OcclusionMap, i.uv), _OcclusionStrength); + + return result; +} + +#endif + -- cgit v1.2.3